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T O P I C    R E V I E W
Slaygrim Posted - 21 Jan 2008 : 19:50:35
I don't know what my deal is. I come up with some really cool ideas for adventures or campaigns prett easily. So that's not my problem. My problem comes with conversation and roleplaying.

When I am speaking to the players as one of my NPC's, I am terrible. Does anyone else have this problem? I think some of it has to do with the players themselves, because none of them are good at roleplaying. If I have an NPC speak to them, the way they respond back doesn't leave much room for a good conversation. It feels... chopped. That's the best way I can describe it. Chopped and forced. I can't blame the players completely, because as a DM I should be able to hold up my end even if they aren't making it easier, but I struggle.

I've tried getting the players to create a backstory about their characters, who they are, and what they've done to get where they are today, hoping this would tie them more to their characters personality rather than just playing a sheet with numbers and a name on it. They're just not that good at roleplaying. But it's not just them, it's me.

I need to get better with creating conversation. I couldn't imagine having the PCs speak to Elminster or Drizzt. I don't feel like as the DM I'd be able to represent them correctly. I feel like when I'd have them speak to the PCs I would fail at having them converse with the PCs as they really would-or even close. I think it would be choppy and forced.

Anyone have similar issues? Anyone have any tips at overcoming this?
27   L A T E S T    R E P L I E S    (Newest First)
versalife Posted - 22 Mar 2008 : 19:50:03
You can award extra experience to players who role-play their characters well (according to the plot, situation in the game and their background)
Baldwin Stonewood Posted - 14 Mar 2008 : 19:27:37
This can be a frustrating scenario. In the games that I DM and those that I am a player in, I certainly encourage and provide player background write-ups. In the games I DM, I emphasize the benefits that arise from having this information (treasure and cool stuff geared towards player characters). That being said, there is a member on my game that only enjoys hack n' slash but he has been coming around since he realizes that he is missing out on much of the RPing XP. Inevitably it comes back to party dynamics and getting a good group together that understands what is expected from everyone. Not every group makes a good match for all players.


Baldwin Stonewood Posted - 14 Mar 2008 : 19:27:12
This can be a frustrating scenario. In the games that I DM and those that I am a player in, I certainly encourage and provide player background write-ups. In the games I DM, I emphasize the benefits that arise from having this information (treasure and cool stuff geared towards player characters). That being said, there is a member on my game that only enjoys hack n' slash but he has been coming around since he realizes that he is missing out on much of the RPing XP. Inevitably it comes back to party dynamics and getting a good group together that understands what is expected from everyone. Not every group makes a good match for all players.


Rollo Ruttikin Posted - 12 Mar 2008 : 03:04:19
One of the best inspirations for roleplaying and learning how to roleplay is of course, movies.
What are movies but an hour and 45 minutes of a bunch of people roleplaying?
On of the best D&D movies out there is an old 80's era movie called Hawk the Slayer.
Maybe you're fsamiliar with it but I still won't spoil it for you.
What you have in the movie though are several characters that have vague, yet interesting backgrounds. they are tied together by the hero of the movie and their past affiliations and adventures with him. His antagonist is his evil, older brother played by Jack Palance. (He is about as much of a ham as Shatner, but you gotta love him!)
There's just enough plot to keep the movie entertaining and when I first read the Fr boxed set, I was reminded of this movie. It's not Gladiator or Lord of the Rings or even Excalibur, but it remains one of my favorites.
Instead of watching it as a movie, try to look at it like you're watching a bunch of people doing a D&D live action RPG.
I think you'll see what I'm getting at.
When I was younger and a little more shy, I had kind of the same problem.
Being a Thespian helped immensely, maybe you could try getting involved in a local theater if you have one....
Once I grasped what RPGs were supposed to be about though, I dragged my players down with me and we enjoyed many years of great gaming.
(I also understand and agree with everybody else about the Hack and Slash "Just let me roll my dice!" players out there. I think we all start out that way.)
But once you start really getting in depth yourself, maybe, just maybe, your players will take their cue from your actions. Being a Dungeonmaster in my opinion is also being a leader of sorts. Maybe not the tactical leader of a PC group, but you are effectively in control over everything. (Makes you drunk with power just thinking about it...LOL!)
As for background, force it on them!
(Kidding)
But only kind of kidding.....
Here's how I mean.
The next time your players encounter a nasty villain, have one of them somehow teleported, transportated, levitated, gaseous formed and farted however into the "Lair" of the villain where they can begin a duel of sorts...
Somwhere during the duel (you need to be carefuil about killing the PC so don't roll too well if you take my meaning.) have the villain declare he's the PC's...............<GASP!>

Mom.
(Kidding.)

Having NPCs (good, bad, ugly and indifferent) that are realted or have some other connection with the PCs may help them nurture and grow that back story you are looking for.

Before you run out and buy Hawk the Slayer and start taking notes, one thing you should do.

Sit down and talk with your players and see where they think they might want to go with this.

If they don't give you the "thumbs up" then maybe they aren't ready for a story driven campaign.

So talk to them first. I'm sure they won't bash you too badly!

Oh! Go ahead and buy Hawk the Slayer. It's still a good movie.

I don't care what anybody else says!

Good luck! Dungeonmastering (especially doing it well and often) is a tough job. You have to really WANT to do it.

Let us know if you need anything else!

Rollo
Rollo Ruttikin Posted - 12 Mar 2008 : 03:03:24
One of the best inspirations for roleplaying and learning how to roleplay is of course, movies.
What are movies but an hour and 45 minutes of a bunch of people roleplaying?
On of the best D&D movies out there is an old 80's era movie called Hawk the Slayer.
Maybe you're fsamiliar with it but I still won't spoil it for you.
What you have in the movie though are several characters that have vague, yet interesting backgrounds. they are tied together by the hero of the movie and their past affiliations and adventures with him. His antagonist is his evil, older brother played by Jack Palance. (He is about as much of a ham as Shatner, but you gotta love him!)
There's just enough plot to keep the movie entertaining and when I first read the Fr boxed set, I was reminded of this movie. It's not Gladiator or Lord of the Rings or even Excalibur, but it remains one of my favorites.
Instead of watching it as a movie, try to look at it like you're watching a bunch of people doing a D&D live action RPG.
I think you'll see what I'm getting at.
When I was younger and a little more shy, I had kind of the same problem.
Being a Thespian helped immensely, maybe you could try getting involved in a local theater if you have one....
Once I grasped what RPGs were supposed to be about though, I dragged my players down with me and we enjoyed many years of great gaming.
(I also understand and agree with everybody else about the Hack and Slash "Just let me roll my dice!" players out there. I think we all start out that way.)
But once you start really getting in depth yourself, maybe, just maybe, your players will take their cue from your actions. Being a Dungeonmaster in my opinion is also being a leader of sorts. Maybe not the tactical leader of a PC group, but you are effectively in control over everything. (Makes you drunk with power just thinking about it...LOL!)
As for background, force it on them!
(Kidding)
But only kind of kidding.....
Here's how I mean.
The next time your players encounter a nasty villain, have one of them somehow teleported, transportated, levitated, gaseous formed and farted however into the "Lair" of the villain where they can begin a duel of sorts...
Somwhere during the duel (you need to be carefuil about killing the PC so don't roll too well if you take my meaning.) have the villain declare he's the PC's...............<GASP!>

Mom.
(Kidding.)

Having NPCs (good, bad, ugly and indifferent) that are realted or have some other connection with the PCs may help them nurture and grow that back story you are looking for.

Before you run out and buy Hawk the Slayer and start taking notes, one thing you should do.

Sit down and talk with your players and see where they think they might want to go with this.

If they don't give you the "thumbs up" then maybe they aren't ready for a story driven campaign.

So talk to them first. I'm sure they won't bash you too badly!

Oh! Go ahead and buy Hawk the Slayer. It's still a good movie.

I don't care what anybody else says!

Good luck! Dungeonmastering (especially doing it well and often) is a tough job. You have to really WANT to do it.

Let us know if you need anything else!

Rollo
Rizzen1lc Posted - 06 Mar 2008 : 02:45:59
quote:
Originally posted by Slaygrim

I think I just realized that a lot of the problems come from the fact that the players are a bit cocky. If there is a villain talking to them or threatening them, they always act throughout the scene as if they are all powerful and arrogant. They won't play through their character as if they were afraid, nervous, or even unsettled. Just 100% overconfidence. Perhaps I need to beat them down some more-make them lose a few battles. Or perhaps have them be associated with characters far more powerful than their selves.

One player in particular. No matter what character he plays, no matter what situation he is in, he is always talking smack, threatening what he is going to do, etc. I think If I put him in a room with Elminster, Khelben, and the Simbul he'd try to play his character the same way, even at 10th level. I think he may need some hard core humbling. Any idea's on how to do this with a minimal risk of infuriating the Player?



I realize this may be a little late (since the post is 6 weeks old). But as a DM you have the power to VETO a PS's actions. I've had to do it with players that just go completely outside the realm of believability. Simply stop the action for a minute, and point out that his reaction is too over the top, or otherwise not appropriate. This is NOT a tactic that should be used often; only in extreme cases.

How long has your group been playing for? Are the 'cocky' ones newer players, or veterans? If this is their first, (or close to it) campaign and/or character, perhaps it's time to retire these ones and start over. And strongly suggest they play a different class AND a different race. Variety is the spice of life!
Brynweir Posted - 28 Jan 2008 : 22:25:48
quote:
Originally posted by Ergdusch

Well, you know, roleplaying is actually quite difficult, if you ask me. For players and for DMs alike. Everyone has to really embrace the game and in some way 'get lost in the game' (in the positive sense, of course! ) to make it work. However, this is no easy task. So many distracting things, left and right.



The campaign I am involved in right now is one of the best (if not the best) experiences I have ever had in RP. Everyone involved has a detailed backstory so that we have history to draw on for our personalities and little quirks. The events in our "histories" have shaped who we are and how we react. It also helps that we have a really great group that just seems to click (players and characters) so that we feed off each other as we change and grow. It has been super easy to become lost in the game this way. I am overly attached to all of the characters, not just my own, to the point where it will be difficult to walk away. I may have to convince them to have some ongoing saga with our PC's.

Most people outside our game would call this the "chick flick" version of D&D, my husband does, even though there has been plenty of fighting, even within the party, but I am having the time of my life.

I think the difference is in the details. You have to have things that have influenced the characters and who they have become, things that will change them in a given situation. For example, I was running two characters, one was a fighter, cocky and sure of himself, really great at kicking butt. I allowed the DM to use him as the catalyst for our adventure by having him kidnapped.

The DM allowed me to devise most of the torture he underwent in captivity...Even though I could have changed things...made the character come out talking smack, he had some other events in his life that he had never come to terms with. The methods of torture broke him down to the point we had to send him to a monastery for help. Because I "knew" him, knew his history and the ways he had or had not dealt with things in the past, I was able to play a "realistic" break with reality for him (I think so any way and none of the others complained).

I think that you have to create the character in your mind (and on paper) to such a degree that you can act like the character would, not how the player and the player's ego would.

PC know thyself...
Slaygrim Posted - 28 Jan 2008 : 19:45:18
quote:
Originally posted by jage

Instead of putting one grand enemy in front of them which is obviously a beat down from the DM, how about craft an adventure that is too much for them? Basically ramp up the difficulty as they go so they have to turn back, and then harrow them on the way back. Once they've shot the last arrow and drank the last potion and are days or weeks in the wild away from any town, yet hardly 40% toward their goal- let them limp back with enough trouble that they barely make it. The old NPC could say as they came back into town: "See, I told Ye as waer so." If they're too arrogant or stupid to turn back... well they're in charge of their characters.


As per another thread, I have a whiney player who would stink up the place with negativity if I ever did something like that, even if I do like the idea.

Instead, I think I may have to create an arrogant NPC who will call him out if this player get's too much "lip". Then he'll have to put up or shut up.
jage Posted - 25 Jan 2008 : 15:37:32
Instead of putting one grand enemy in front of them which is obviously a beat down from the DM, how about craft an adventure that is too much for them? Basically ramp up the difficulty as they go so they have to turn back, and then harrow them on the way back. Once they've shot the last arrow and drank the last potion and are days or weeks in the wild away from any town, yet hardly 40% toward their goal- let them limp back with enough trouble that they barely make it. The old NPC could say as they came back into town: "See, I told Ye as waer so." If they're too arrogant or stupid to turn back... well they're in charge of their characters.

As far as voices, from a player perspective I'd prefer you work on the situation, not the voices. I'd rather have you say, "She threatens you menacingly." and let my imagination interpret what that means rather than have you screech something trying to sound both feminine and menacing, especially if you're not good at it.

Once you get better at motive and back-story for your NPCs through descriptive voice instead of imitative voice then slowly work into character acting where you feel comfortable, building on backgrounds you're familiar with.

Keep in mind I'm old-school and don't really know what the current status quo in the game is, however a high level of character acting is never what I'd look for from a DM.
Ergdusch Posted - 25 Jan 2008 : 10:41:44
quote:
Originally posted by Slaygrim


One player in particular. No matter what character he plays, no matter what situation he is in, he is always talking smack, threatening what he is going to do, etc. I think If I put him in a room with Elminster, Khelben, and the Simbul he'd try to play his character the same way, even at 10th level. I think he may need some hard core humbling. Any idea's on how to do this with a minimal risk of infuriating the Player?


How about letting him draw from the 'Deck of many things'! He might not be all that overconfident after drawing the Fool. Of Course he might as well be lost in the Void!

No, actually I had a player in my game act similarly. After hitting him with a few problems he could not handle himself he was less confident of his abilities. That did not stop him from talking cr*p. That, however, might be a way of proper roleplaying!
Thrasymachus Posted - 25 Jan 2008 : 07:07:35
quote:
Originally posted by Slaygrim

I think I just realized that a lot of the problems come from the fact that the players are a bit cocky. If there is a villain talking to them or threatening them, they always act throughout the scene as if they are all powerful and arrogant. They won't play through their character as if they were afraid, nervous, or even unsettled. Just 100% overconfidence. Perhaps I need to beat them down some more-make them lose a few battles. Or perhaps have them be associated with characters far more powerful than their selves.

One player in particular. No matter what character he plays, no matter what situation he is in, he is always talking smack, threatening what he is going to do, etc. I think If I put him in a room with Elminster, Khelben, and the Simbul he'd try to play his character the same way, even at 10th level. I think he may need some hard core humbling. Any idea's on how to do this with a minimal risk of infuriating the Player?



A common theme in westerns is the stranger who walks into town to challenge the best gun. If you go that route I would just make it very apparent what is the cause and what is the effect. I would be very distinct to not beat down players, but also a bit wary of beating down characters. Also I wouldn't just line up a roster of NPC with challenging stats, but give a bit of depth to the NPC. Even if the NPC loses the NPC may...

(a) have a cursed item they hadn't been able to rid themselves of "He coughs up a bit of blood laughing, and then is still".
(b) The son of royalty... woops.
(c) A favored cleric in any religon.
(d) Part of an adventuring party.
(e) Friend of a dwarf. All dwarfs hold grudges ya know.
(f) all of the above.
GoCeraf Posted - 24 Jan 2008 : 02:12:51
Something you may want to read is the Tailored or Status Quo entry in the Dungeon Master's Guide, page 48. It'll give you a bit of a fair way to have monsters and NPCs much more powerful than the players nothing more than a convenient walking distance away.
LordArcana Posted - 22 Jan 2008 : 21:19:33
I have found that when my players need a little humbling have a reoccuring villan show up in some way as to let the players prepare for battle. Let them jack themselves up with hour/level and 10m/level spells...buy scrolls...potions...minor magic items and let them charge headlong into battle only to discover mr. big bad guy has been watching them vie scry and knows their battle plans.

Mr. big bad guy doesn't need to kill them, infact leaving them alive but wounded builds their desire for revenge while making them cautious making them remember they are not all powerful.

I used this once and had the big bad guy cut the pinkies off our wizard giving him a base 10% arcane failure, the first finger off the rogue giving him penalties to hand based skills, and the toes off the warrior giving him a 5' speed penalty in combat as well as penalties to movement based skills.
Slaygrim Posted - 22 Jan 2008 : 15:47:43
I think I just realized that a lot of the problems come from the fact that the players are a bit cocky. If there is a villain talking to them or threatening them, they always act throughout the scene as if they are all powerful and arrogant. They won't play through their character as if they were afraid, nervous, or even unsettled. Just 100% overconfidence. Perhaps I need to beat them down some more-make them lose a few battles. Or perhaps have them be associated with characters far more powerful than their selves.

One player in particular. No matter what character he plays, no matter what situation he is in, he is always talking smack, threatening what he is going to do, etc. I think If I put him in a room with Elminster, Khelben, and the Simbul he'd try to play his character the same way, even at 10th level. I think he may need some hard core humbling. Any idea's on how to do this with a minimal risk of infuriating the Player?

Snotlord Posted - 22 Jan 2008 : 11:34:49
Focus on your good points, and if your players are happy obviously the rest follows.

I have a similar problem, as I am a horrible "roleplayer" (as in "actor"), but my games usually involves lots of intrigue, interaction and investigation, so I must smooth things over with focus on the players' objectives for interacting with nps, resolve that as quickly as possible, and move on.
It usually works pretty well, although love scenes, interrogation scenes and so on tend to be a bit dry. "Setting the mood" never works for me, so I focus on the plot and character motivations instead.
Ergdusch Posted - 22 Jan 2008 : 10:32:24
Well, you know, roleplaying is actually quite difficult, if you ask me. For players and for DMs alike. Everyone has to really embrace the game and in some way 'get lost in the game' (in the positive sense, of course! ) to make it work. However, this is no easy task. So many distracting things, left and right. Therefore a few tipps:
First you can create a certain atmosphere by putting up candles and maybe put maps on the walls or on the game table. Remove other distracting things from the game table completely. And if you feel like it you might want to use music as well to further develop a certain 'feel' to the game.
Further, try to get your players into the game from the very beginning by e.g. reading a prepared text summing up the latest events or the ölast adventure or intorducing them into the start of the new game session. Always worked for my gaming group.
And lastly, I would say - get better with experience! The more often you do things the better you get. And that holds true for RPG as well, IMO. Also, you might just try to actually voice one or two characters, even if you do not feel very confident in doing it at the first occassions. Take NPCs you created yourself and try with those. It does not always have to be the most important NPC of the game session. Start with a peasent or a merchant the PCs encounter along the road. I am sure you will get better and feel more confident in your task as DM. And eventually you might try to do the same for Drizzt or Elminster. Also keep in mind that the players do not know the voice of any NPC. And you can further help the situation by discribing certain behaviors of powerful NPCs as well to enhance the feeling of amazement (like Elminster summoning his smoking pipe out of thin air or Drizzt playing with his panther Guenhwyvar)

Hope that helps a bit.

BTW, don't expect your players to do te same. However, your actions might trigger their enthusiasm and eventually they might start playing more 'in-character' as well.
Mazrim_Taim Posted - 22 Jan 2008 : 04:08:55
Some voices I just can't do, so I do what a previous poster said and give the intro that they are "speaking in a gruff voice" or something of the like.

I generally have some of the same problems as you s'far as creating interesting conversations between my NPC and Player characters. It's something I'm constantly trying to improve on. My style has evolved to a more silent approach like GoCeraf as I find if I try and overdo things and talk too much I get flustered fast. I describe the general area, talk back if my PC's approach an NPC, and do the rules stuff as well as answer questions about X tavern's current bar life when prompted. Generally, if you have a talkative group, they'll spend more time deciding what to do and how to do it/interacting so you don't have to prompt much, which in turn allows you to gather your thoughts. I used to get really flustered when I dmed and thought I was doing a botchy job of it until I realized that the players were having a blast and then I calmed down a bit and started having fun myself.
GoCeraf Posted - 21 Jan 2008 : 23:46:41
Me, I start coughing if I talk for too long, so I try to keep rather quiet when I'm running a game. I answer questions and introduce details as the players move, but aside from that, the only talking I do is for the NPCs.

Something you may wanna keep in mind is that making an NPC entertaining to talk to may help a bit. I can do a pretty decent British accent (both high English and low English), so I do that for characters that might come from areas like the Sword Coast. You don't even really have to change your tone much; just try adding a bit of curve.

Something that I have trouble with that I've started working on is the fact that I often lose track of what specific NPCs are supposed to be talking about. If a PC asks a question that throws me off guard, I have trouble keeping the suspension of disbelief. Notecards might work, but too many will have you shuffling and being rather obvious.

The best advice is just to try to adopt the little things, like if the NPC has a nervous habit or a twitch, try to incorporate it. I know about players being a little snobbish, like laughing when you try to act out the voice of an NPC, so just give them a really dirty look, pretend to make a note, and then keep going. Trust me, it works.
Thrasymachus Posted - 21 Jan 2008 : 23:20:55
As far as NPC development pick specific characters from movies and try imitating that voice and mannerisms
When you read read aloud in the NPC voice.

As far as your specific group I don't know how invested you (or your players) are in the campaign, but if you all are looking to start over you might consider the "Amnesia Scenerio". Characters start out face down somewhere with no idea why they are there. Theyhave no idea who they are, why they are being pursued at every corner. Essentially their minds are wiped of their personal experinces. They now have freedom to develop characters as they go, and a motivation to find out who they were.
Mix it up making them the bad guys in their pre-amnesia lives if they usually play good guys.
Mace Hammerhand Posted - 21 Jan 2008 : 22:11:25
And besides, once you started talking like a wookie and an R2-unit (which I did on numerous occasions) you basically lose all inhibitions regarding voices etc...

*glares mockingly* Yes, I do that sort of stuff...then again, I already did that before I ever even heard about RPGs
Slaygrim Posted - 21 Jan 2008 : 22:08:15
Hey guys, thanks a lot for your posts. I appreciate it!
Mace Hammerhand Posted - 21 Jan 2008 : 21:56:17
Attend a LARP as either an NPC or PC...if NPC take a role you can "evolve"... for example: I played a LARP only once, as an NPC...which was after roughly 14 years of playing RPGs in general, and I was not fond of the entire LARP idea.

Then my buddy came up to me, told me I was going and I was going to have fun...the character I took was dead...as, well, any of the NPC...trapped for years and years in the shadowworld between the living and the dead, having to fight three times a day for all eternity and always getting revived (or reanimated) after each fight...

So I thought to myself "Can I play with madness?"...and yep, I could and did... afterwards my roleplaying as a player and a DM got quite a shift to yet another, higher, gear.
LordArcana Posted - 21 Jan 2008 : 21:53:21
I totally agree with Rinonalyrna here. I fell into this trap several years ago when "I" thought the game just wasn't perfect. The players were having a great time but i was getting flustered for many reasons and i thought it was the players fault. It took me several years to realize that each group has their own style. Not everyone wants a super detailed plot...some just want to roll dice and do some serious kick ass things.

I think i started "the change" with my group by starting small. Instead of making them get involved deeper i described deeper and got my players interested in return. When they rolled a nat 20 and did somethng cool i would stand from behind my DM screen and take time out to fully describe the coolness.

I found that from that point on my players had wide eyes and got involved a little more each time. Eventually i had players suggesting their path and wanting to take an active part in developing their own plot.

In conclussion people can help you with rules and tactics but in order to be a "good" DM you have to be confident (not cocky) that you are doing what makes your players happy. If they are not complaining and seem to be having a good time...they smile, laugh, have a good time then you are being a good DM. Voices, props and all that stuff are just added extras.

**EDIT**
In real life i was always the kid who hated public speaking. I was last to do my oral presentations. I found when i DM'd i hated to talk to my players in character and to partially get over it a wise player/DM once told me to talk hidden behind my screen. Lower my face to just make eye contact but to in essence "hide" behind my screen.

Eventually it occured to me that the DM is in charge...it is my duty to lead the NPC's to make my players and their character lives brighter...and darker
Slaygrim Posted - 21 Jan 2008 : 21:44:57
I know... I just wish I could play the role of the NPC better than I do during the game. I wish I could have them spout lines of great dialogue effortlessly but I feel like I do nothing but say lame one-liners with a lot of "ums". Which is funny because I am a very outgoing confident person in life, but when I am playing a NPC talking to the PC's I can't get the words out...
Rinonalyrna Fathomlin Posted - 21 Jan 2008 : 21:37:11
Well, you can't help how your players roleplay. If your players are satisfied and are having fun, maybe you shouldn't worry about it?
Slaygrim Posted - 21 Jan 2008 : 20:49:11
Thanks for the reply. I have been asking what they like and don't like, but they aren't very helpful. They pretty much likedoing adventures and getting treasure. I'm far and away more of a roleplayer than the rest.

As far as having the NPC's talk, I feel the only time I can get them to speak as I think they should speak is if I write it down and then read off what I am writing.

For instance, in the last adventure the PCs rescued Saharel, the lich (or ghost depending on your source) from Spellguard. When I was portraying her, talking to the PC's, to me it seemed very boring and chopped. I do think a large part of it comes from the players not playing their part. Once they rescued her they barely asked her any questions and didn't really act like they should have when they free a powerful lich. This of course made it harder for me to get into her character and portray her. But it's not all their fault. I need to be better at this.

None of the players have ever raised their concern about my DMing, and they seem satisfied, it's just that I hold myself to high standards and don't feel I am delivering.
Kentinal Posted - 21 Jan 2008 : 20:09:56
As for doing voces, that can be handled with you using your normal voice, just descripe it as a flowng Elven voice or whatever. It clearly is more effective if you can change your voice however that is not required. The words you use should of course reflect the personality, a gruff person should at least use words that are gruff and if you voice is not.

As for players develping back story, in many ways it is too late for that. Back stories if required, should be required at character creation. Save this for your next game if you wish to delve into back story. At best mid game is that you can expect players to know where their characters were born. Oh you might get a little like if parents live, if they have siblings, however doing that you can be at risk of characters that can effect the plotline. One Player saying is cousin to a King midgame can have a major unplanned side effect.

Part of the problem sounds like it might be they are more interested in the rolls then the roles, but from where I sit I can not tell.

If your NPCs do not say interesting things the PCs clearly will not want to talk much with the NPC. Of course if your players do not want to talk and perfer to fight the problem might be more on their side.

All in all each game party need to find what works for them, the game is to be enjoyed by all (this includes the DM). One thing you might consider doing is asking the players what they like and don't like about the game and how you DM.

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